Abilities:
Iron Fist: (DW; Not Unlocked) Trait; The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2).
Blaze: Innate; When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2).

Abilities:
Static: Innate; This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Lightning Rod: (DW; Locked) Innate; These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.

Abilities:
Prankster: (DW; Locked) Innate; The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Inner Focus: Innate; When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Steadfast: Innate; If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Nate (M)
(Link if you don't know what this is for)Nature: Relaxed (+1 Def, -15% Spe, -10% Eva)Type: Dark/PoisonDark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.Defeatist: (Trait) The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.Regenerator: (Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Braviary (M)Nature: Adamant (+1 Atk, -1 SpA)Type: Normal/FlyingNormal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Keen Eye: (Passive) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.Sheer Force: (Toggle) No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.Defiant (DW): (Passive) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Abilities:Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).

Salamence (M)Nature: Hasty (+15% Speed, +12% Accuracy, -1 Def)Type: Dragon/FlyingDragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Intimidate: (Innate) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Gardevoir (M)Nature: Modest (+1 SpA, -1 Atk)Type: PsychicPsychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Synchronize: (Passive) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.Trace: (Toggle) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. This effect only triggers if the ability to be copied is specified when the Pokemon is sent out. The ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.Telepathy (DW): (Passive) This Pokemon has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.

Hydreigon (F)Nature: Naive (+15% Spe, +15% Acc, -1 SpD)Type: Dark/DragonDark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:Levitate: (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Mothra the Aurumoth(Move your mouse to reveal the content)Mothra the Aurumoth (open)Mothra the Aurumoth (close)

Mothra [Aurumoth] (F)Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)Type: Bug/PsychicBug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Weak Armor: (Toggle) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.Illusion (DW): (Passive) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.

Abilities:Intimidate: (Trigger) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents. Command: (Ability: Intimidate)Technician: (Passive) This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.Steadfast (DW): (Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round

Angel of Death the Charizard(Move your mouse to reveal the content)Angel of Death the Charizard (open)Angel of Death the Charizard (close)

Angel of Death [Charizard] (F)Nature: NaughtyType: Fire/FlyingFire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

<Pwnemon> can i claim .2 uc for geodude's prize claim for "emotional trauma"

Abilities:Blaze: (Passive) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)Solar Power (DW): (Passive) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Nightcrawler the Houndoom(Move your mouse to reveal the content)Nightcrawler the Houndoom (open)Nightcrawler the Houndoom (close)

Nightcrawler [Houndoom] (M)Nature: LonelyType: Dark/FireDark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Abilities:Early Bird: (Passive) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.Flash Fire: (Passive) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.Unnerve (DW): (Passive) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Abilities:Levitate: (Passive) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

Ace the Darmanitan(Move your mouse to reveal the content)Ace the Darmanitan (open)Ace the Darmanitan (close)

Ace[Darmanitan] (M)
Nature: Docile
Type: Fire, Fire/Psychic
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Sheer Force: (Toggle)
No default effect. When toggled, this Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). The Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.
Zen Mode (DW): (Toggle) No default effect. When toggled, once below 50% of its maximum HP, the Pokemon can focus incredible energy into its body and change forms.

Abilities:Magma Armor: (Passive) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).Solid Rock: (Passive) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).Anger Point (DW) (Passive) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Critical hits from self-targeting moves do not activate Anger Point.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Sneasel (F)
Nature: Adamant
Type: Dark/Ice
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Pickpocket (DW): (Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Abilities:
Blaze: (Passive) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Thick Fat (DW, locked): (Passive) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Moderator

feordis7:Just a couple of things. Your Pokemon are all missing how much EC/MC/DC they have (which of course is 0 for right now, but it still needs to be listed). See the example Sunkern in the OP for reference.

Also, your Psyduck's stats are currently wrong (it has Shellder's atm?). Anyways, it might be easier for refs and co. to format your Pokemon's stats a little differently, because the way you're accounting for nature is a little misleading. Instead of putting a (-1) or (+1) next the the nature, consider just actually decreasing/increasing the number by 1 and then putting a - or + next to it? Of course, you don't have to do that, or really change it at all, but just a suggestion.

For a couple other small notes, you did calculate Dratini's updated Speed and Accuracy boost correctly, though you might want to change the "+X% Acc" in it's Jolly nature description to "+12% Acc." Other than that, there's nothing else wrong with your profile, so once you fix those, VM me and I can approve you.

Consider putting spaces in between the types of moves your Pokemon have though (by that I mean level up, TM, etc) so that approvers in the future can easily distinguish between them. You don't have to, but it makes our job a little easier :( Approved!

MorgzKiller99:Your Pokemon need sprites, and they're also missing EC/MC/DC, so you gotta add those (see the example Sunkern in the OP for reference). As for each Pokemon individually:

On Chimchar, I'm afraid you can't have Earthquake until it evolves into Infernape, but other than that it's fine.

On Pichu, its stats are slightly wrong. It should have Rank 1 Attack after the nature drop, and Rank 1 Defense. Also, it should have an Accuracy boost of +16% (69*69/290 = 16.4, which rounds down to 16). Furthermore, it can't start with Iron Tail or Shock Wave, because those aren't TMs in gen 5.

On Riolu, it also gets the ability Steadfast, and it gets Screech as a starting level up move.

Once you fix those, VM me and I'll approve you. Approved!

Geodude6: Approved!

Someoneelse:All you need to do is add in the accuracy boosts that Budew and Larvesta get from their natures. Budew gets an accuracy boost of 14% (64*64/290 = 14.1 which rounds down), and Larvesta gets an accuracy boost of 11% (69*69/435 = 10.9 which rounds up).

Once you add those in, VM me and I'll approve you.

Also, you only need the summary of each type description, but it doesn't really matter. Approved!

Type:Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:Ability 1: Sand VeilType: InnateThis Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Ability 2: Rough Skin (DW: Unlocked)
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Type: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:Ability 1: Flame BodyType: InnateThis Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Ability 2: Swarm (DW: Unlocked)
Type: Innate
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:Ability 1: SteadfastType: InnateIf this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Ability 2: Inner Focus
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Ability 3: Justified (DW: Unlocked)
Type: Innate
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Type:
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Ability 1: Magic Guard
Type: Innate
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Spikes, Stealth Rock, Hail, Sandstorm, Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not take any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks. Toxic still increases in damage each round, although if Magic Guard is in effect the Pokemon will not suffer any damage. Life Orb recoil is not negated.

Ability 2: Overcoat
Type: Innate
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Ability 3: Regenerator (DW: Unlocked)
Type: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Exterminator the Golurk(Move your mouse to reveal the content)Exterminator the Golurk (open)Exterminator the Golurk (close)

Golurk [Exterminator] (M)

Nature: Adamant (+1 Atk, -1 SpAtk)

Type:
Ground
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ghost
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Klutz
Type: Can be Disabled
The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off.

No Guard (DW: Unlocked)
Type: Innate
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Static:
Type: Innate
This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.

Vital Spirit (DW: Locked)
Type: Innate
This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Eliminator the Slowking(Move your mouse to reveal the content)Eliminator the Slowking (open)Eliminator the Slowking (close)

Slowking [Eliminator] (M)

Nature:
Quiet (+1 SpA, -15% Speed, -10% Evasion)

Type:
Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Oblivious
Type: Innate
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.

Own Tempo
Type: Innate
This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Regenerator
Type: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Demolisher the Bronzong(Move your mouse to reveal the content)Demolisher the Bronzong (open)Demolisher the Bronzong (close)

Bronzong [Demolisher] (G)

Traits: Jolly, kindhearted, and a bit childish. Never talks with punctuation marks.

Nature: Brave (+1 Atk, - 15%Spe, -10% Evasion)

Type:
Steel:
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic:
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Heatproof:
Type: Innate
This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.

Pulverizer the Deino(Move your mouse to reveal the content)Pulverizer the Deino (open)Pulverizer the Deino (close)

Deino [Pulverizer] (F)

Nature: Naive (+15% Speed, +7% Accuracy, -1 SpDef)

Types:

Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Hustle:
Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Prankster (DW: Locked):
Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Annihilator the Cupra(Move your mouse to reveal the content)Annihilator the Cupra (open)Annihilator the Cupra (close)

Cupra [Annihilator] (F)
Nature: Quiet
Type: Bug: STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.Psychic: STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Shield Dust:
Type: Innate
This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)Keen Eye:
Type: Innate
This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.Illusion (DW):
Type: Innate
Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion.

Moderator

Faylion:Just some minor things.
- Feebas can't start with Flail, because it's learnt at level 30.
- Feebas should have rank 0 attack, not rank 1.
- When listing the EC and DC of your Pokemon, it has to be listed as 0/#. In the case of DC that # is 5. For two stage Pokemon (Feebas/Larvesta), EC is out of 6, and for three stage Pokemon (Dratini), its out of 9.
- You have to specify a base power for Hidden Power as an integer between 4 and 7.

Fix those and VM me, and I'll approve you. Approved!

IceSpade:Your Pokemon are all missing EC/MC/DC in their descriptions (see the example Sunkern in the OP for a reference).

Speed boosting natures round Speed up, so Elekid will have 110 Speed. You did the accuracy raise calculation right , but unfortunately it caps at a boost of 30%, so it'll only end up being 30. Elekid also can't start with Magnet Rise, because its a gen 5 tutor move, not a gen 5 TM.

Err, your Slowpoke is completely missing its stats. Everything you have written out for it is correct though.

Just add that stuff in and fix the small things on Elekid, then VM me and I'll approve you! Approved!

Abilities:Levitate:
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.Technician:
Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Evolution:Pawniard -> BisharpType: Dark/SteelDark: Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Steel: Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:Defiant:
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.Inner Focus:
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Pressure (DW) (Locked):
Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Abilities:Rivalry:
Type: Innate
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender, and decreasing the power of all its attacks by two (2) when it attacks an opponent of the opposite gender.

Hide(Move your mouse to the hide area to reveal the content)Show HideHide Hide

Gible(*) Mythic (M)
Nature: Mild (+1 SpA, -1 Def)

Type: Dragon, Ground
STAB:

Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Stats:

HP: 90
Atk: Rank4 (+)
Def: Rank 2

SpA: Rank 1 (-)

SpD: Rank 2

Spe: 42

EC: 0/9
MC: 0
DC: 0/5

Abilities:

Sand Veil: (Innate)This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin (DW):(Innate, Locked)When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.
Attacks :

Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects.
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Super Luck (DW): (Innate, Locked) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Type: DragonDragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:Shedskin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Marvel Scale: (DW; Locked) (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Type:Dark, WaterDark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:Rebound: (Can Be Activated) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.

Storm drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Flare Boost: (DW;Locked) (Innate) This Pokemon's body can harness the heat from a burn into internal energy, fuelling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Type:Steel, RockSteel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Castette the Gardevoir(Move your mouse to reveal the content)Castette the Gardevoir (open)Castette the Gardevoir (close)

Gardevoir (castette) (f)Nature: Mild (+1 SpA, -1 Def)Type: Psychic - Less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.Telepathy (DW UNLOCKED): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Abilities:Ability 1: Illusion - Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]Ability 2: none

Abilities:Soundproof: Type: Innate
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)Static: Type: Innate
This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.Aftermath: (DW)(LOCKED) Type: Innate
If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.

Lincoln the Tirtouga(Move your mouse to reveal the content)Lincoln the Tirtouga (open)Lincoln the Tirtouga (close)

Tirtouga[Lincoln](M)

Nature: brave (+atk, -15% spe, -10% evasion )Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Rock - Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:

Solid Rock: (innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).Sturdy: (innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.Swift Swim: (DW)(Locked) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.

Cuivre the Aurumoth(Move your mouse to reveal the content)Cuivre the Aurumoth (open)Cuivre the Aurumoth (close)

Aurumoth [cuivre](f)
Mild nature (+SpA, -Def)

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Weak Armor (toggle): No default effect. When toggled, the Pokemon loosens its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.
No Guard (passive): This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.
Illusion (passive) (DW LOCKED): Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Esponce the Ralts(Move your mouse to reveal the content)Esponce the Ralts (open)Esponce the Ralts (close)

Ralts (Esponce) (M)Nature: Adamant (+ Atk, -1 SpA)Type: Psychic - psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.Telepathy (DW locked): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Coracier the Bronzor(Move your mouse to reveal the content)Coracier the Bronzor (open)Coracier the Bronzor (close)

Bronzor (Coracier)
Nature: Relaxed (+ Def, -Spe, -10% evasion)

Type: Steel/Psychic
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss
Heatproof: (Innate) This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW locked): (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Poipic the Metang(Move your mouse to reveal the content)Poipic the Metang (open)Poipic the Metang (close)

Metang [Poipic] (-)Brave (+ Atk, -Spe, -10% evasion)Type: Steel/Psychic
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Clear Body: (passive) This Pokemon’s body structure makes it immune to stat-lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)Light Metal: (DW) (Locked) (Passive):The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Abilities:
Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptibility: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Pleut the castform(Move your mouse to reveal the content)Pleut the castform (open)Pleut the castform (close)

Castform [pleut] M
Nature: Modest (-atk, + spa)

Type:
Normal - Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Ability:
Forecast (innate): Changes Weather Ball’s type based on weather, and Changes Castform’s form during Sunlight, Rain, and Hail. Reduces the Energy Cost of all weather changing moves to 6 and Weather Ball to 6. Grants the Pokemon immunity to Sandstorm and Fog's accuracy reduction.

Guts: (Passive) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.No Guard: (Passive) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.Steadfast (DW LOCKED): (Passive) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Chauffage the torchic(Move your mouse to reveal the content)Chauffage the torchic (open)Chauffage the torchic (close)

Torchic [Chauffage] (M)NATURE: Hasty (+9% acc, +spe, -def)

TYPE: FIRE Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

ABILITIESBLAZE (Passive)
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

SPEED BOOST (Passive)
Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).

Type:Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibous.

Abilities1-Torrent(Innate): When this Pokemon's HP is lower than 33%, the Base Attack Power of any Water attack is increased by two(2). (eg Water Pulse goes from 6 to 8, Hydro Pump From 12 to 14)2-NONEDW-Sheer Force (LOCKED, can be enabled): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two(2), but they will never have a secondary effect.

[PIMG]201[/PIMG]Form: Gen.2 BETA "Tablet" form (the H sprite is just temporary)Modest SpA+, Atk-,

Type:Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attack: can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities1-Levitate(Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake,Fissure, and Magnitude. Earth Power will have three(3) less Base Attack Power. Dig and Dive can strike a Levitate Pokemon if the user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves czan still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on a enemy, and will steal the opponent's Ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's Abilites and retain Levitate.2-NONEDW-NONE

Thesynchrohero: Not Approved First off, you need sprites for your pokemon, I suggest just picking them up from Veekun.com, they are the easiest/most consistent place to get them, also your gibles stats are reflecting an adamant nature, while it is stated to have a Mild nature. You will need to decide which nature you want your gible to have and switch its profile around to reflect that decision. Also your gibles stats are formatted oddly, so if you could remove the spaces between them it would help refs out a little bit. On a side note, your gible has Dragon Claw as one of his TM moves, however he learns that as a Level Up move he can get for 1 MC, so it might be better to choose a different TM move that would cost you more later, not important in any way, just figured i would point it out.

MDevil: ApprovedYour profile looks mostly good, however it appears that you have included some move on your dratini that it cannon learn until it is a dragonite, Fire Punch and Thunder Punch need to be removed from its movelist until it evolves and is able to learn them. Also Dratini itself is unable to learn fly or brick break, so you will have to switch those out for TMs that it itself can learn from the 5th generation. Your Aron also learns Iron Head as part of its Starting moves since it learns it at level 25 in 5th gen.. Welcome to ASB!

Gemoftheday: ApprovedProfile looks good, but your forgetting Trace as one of Ralts abilities. Also you need to note how much of an accuracy increase your zorua receives for its nature, the formula is ACC Boost = (New Base^2)/Divisor [Round Normally, Max: 30, with the divisor being 435 since Zorua is a first stage mon of a 2 stage family. Also your voltorb also needs its ability Soundproof stated in its profile, it also needs its accuracy boost from nature noted in its profile, the divisor for it would be 290 since its the first of 3.

Anyway if you 3 make the appropriate changes to your profiles, send me a visitor message and I will check them again. And sorry Trainerx493, but its almost 4 in the morning so i have to get some sleep, but I will check over your team first thing in the morning. If anyone has any questions about their teams or ASB in general, feel free to shoot a message to either me or Glacier Knight.

TrainerX493: APPROVED.You do not have Totodile's or Unown's ability descriptions listed (you can find them here). Also, you need to put in the type description for both pokemon (you can find them here). Finally, you need sprites for Totodile and Unown.

You said you have troubles getting those, I.E URL troubles/ c/p mischief, so here you go. Just plug these in, and i can approve you:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Psychic:Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Torrent (Innate): When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Sheer Force (DW Ability LOCKED, can be enabled): This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Levitate (Trait): This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Hide(Move your mouse to the hide area to reveal the content)Show HideHide Hide

Rhyhorn(*)Ranger Rick(Male)
Brave (+1 Atk, -15% Speed, -10% Evasion)

Type:
Summary: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Summary: Rock STAB; reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Lightningrod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts. If a Pokemon has a type immunity to Electric attacks, Lightningrod will not activate.

Rock Head: (Innate): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Reckless (DW) (Innate , Locked) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Effect Spore: (Innate)This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.
When disabled, the Pokemon's Powder attacks are 10% more accurate.

Poison Heal:(Innate)Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Quick Feet(DW):(Innate) ( Locked)This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.

Archen: ApprovedFirst minor thing, rhyhorn and shroomish only cost you 2 CC each, so you should have 2 left over still. Your Rhyhorn looks correct except that you have not modified his stats to reflect his nature. Other than that everything looks good, nicely done. just shoot me a VM once you have those 2 things fixed and ill approve you.

Abilities:Ability 1: Stench (Passive) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.Ability 2: Sticky Hold (Passive) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.Ability 3: Poison Touch (DW) (Unlocked) (Toggle) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Abilities:Ability 1:Motor Drive )Passive) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Ability 2: Vital Spirit (DW) (Unlocked) (Passive) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Solomon the Gabite(Move your mouse to reveal the content)Solomon the Gabite (open)Solomon the Gabite (close)

Gabite* [Solomon] (Male)Nature: Serious (No effect on stats)

Type:Dragon - Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.Ground - Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:Ability 1: Sand Veil (Passive)
This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.Ability 2: Rough Skin (DW) (Unocked) (Passive) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Jethro the Protowatt(Move your mouse to reveal the content)Jethro the Protowatt (open)Jethro the Protowatt (close)

Protowatt [Jethro] (Male)
Nature:Modest (+SpA -Atk)
Type: Electric / Water
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Trace: (Trigger) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Magic Guard: (Passive) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.
Shed Skin (DW): (Passive) (Locked) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Oprah the Murkrow(Move your mouse to reveal the content)Oprah the Murkrow (open)Oprah the Murkrow (close)

Murkrow [Oprah] (Female)Nature: Serious (No change)Type: Dark/FlyingDark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Insomnia: (Passive) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Insomnia also has Vital Spirit, its accuracy is raised by one (1) stage permanently.

Super Luck: (Passive) This Pokemon’s natural skill increases its critical hit levels one stage above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 25% of the time.

Rochester the Seel(Move your mouse to reveal the content)Rochester the Seel (open)Rochester the Seel (close)

Rochester the Seel (Male)Nature:Quiet (+SpAtk, -15%Spd, -10% Evasion)Type:WaterWater:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:Thick Fat: (Passive) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)Hydration: (Passive) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.Ice Body: (Passive) (DW) (Locked)This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.

Furnace the Heatmor(Move your mouse to reveal the content)Furnace the Heatmor (open)Furnace the Heatmor (close)

Furnace the Heatmor (Male)Nature:Quiet (+Atk, -15%Spd, -10% Evasion)Type:FireFire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Abilities:Gluttony: (Passive) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).Flash Fire: (Passive) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.White Smoke: (Passive) (DW) Pokemon with this ability are surrounded by a purifying white smoke that prevents stat reduction from opponents (Screech, Intimidate, etc.) These Pokemon are also immune to Fog and lingering smoke-based effects.

Suze the Diglett(Move your mouse to reveal the content)Suze the Diglett (open)Suze the Diglett (close)

Suze the Diglett (Female)Nature:Adamant (+Atk, -SpAtk)Type:GroundGround: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:Sand Veil: (Passive) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.Arena Trap: (Passive) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs. All Pokemon that are not of the Flying-Type, or possess the Levitate Ability, may not be switched out of battle while this Pokemon is on the field. This Pokemon may still switch out of battle as normal, unless there is another Pokemon on the field with Arena Trap.Sand Force: (DW) (Passive) (Locked) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock-, Ground-, and Steel-typed attacks. Each of this Pokemon's Rock-, Ground-, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Unitas: NOT APPROVED. For grimer's -spe nature, you are supposed to round down when you divide. Therefore, Grimer's speed is actually 21. Also, Ice Punch is a past gen TM, so you cannot get that for your Grimer (You must pick 3 gen-five TMs). Elekid does not get Endure as an egg move, so you must pick another Egg move. Detect is a Past-Gen Tm, so you cannot get that for your Elekid.

Also, spritesSprites

Fix everything i have pointed out, then Shoot me a VM/PM. I can approve you then.

.6
_____________

Edit: Unitas, you are now APPROVED! You may now Battle, welcome to ASB~!

Samurshell is an absolute beast now! She likes to spar with the others using her huge unicorn horn.

Nature: Quirky (No change to stats)Type: WaterWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent: When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (Innate)
Shell Armor (DW LOCKED): This Pokemon’s thick, bony outer shell prevents it from taking critical hits. (Innate)

Abilities:
Immunity: This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe. (Innate)
Thick Fat: This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) (Innate)
Gluttony (DW UNLOCKED): This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat). (Innate)

Leif the Swadloon(Move your mouse to reveal the content)Leif the Swadloon (open)Leif the Swadloon (close)

Swadloon [Leif] (M)

Evolution caused Leif to believe he is Batman. We're going to start therapy soon in order to help with this multiple personality disorder.

Nature: Adamant (+1 Atk, -1 SpA)Type: Bug/GrassBug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Leaf Guard: In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Chlorophyll: During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Overcoat (DW LOCKED): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Abilities:
Shed Skin: This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Moxie: This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Intimidate (DW UNLOCKED): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Abilities:
Vital Spirit: This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Minion the Dusclops(Move your mouse to reveal the content)Minion the Dusclops (open)Minion the Dusclops (close)

Dusclops [Minion] (M)

Evolution made him even creepier...please get your hand off my shoulder, Minion.

Nature: Impish (+Def, -SpAtk)Type: GhostGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Pressure: This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Abilities:
Flame Body: This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Vital Spirit (DW Locked): This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

She was received in a trade - and has been zipping around ever since! Bye bye, Protowatt! FUN FACT: She was my first fully evolved Pokémon.

Type: Bug/FlyingBug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Speed Boost: Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected). (Innate)
Infiltrator (DW LOCKED): Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks. (Innate)

Glacier the Swinub(Move your mouse to reveal the content)Glacier the Swinub (open)Glacier the Swinub (close)

Swinub (Glacier) (M)

God, he's just so CUTE.

Nature: Adamant (+Atk, -SpAtk)Type: Ice/GroundIce: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilites
Oblivious: This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Snow Cloak: This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW LOCKED): This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Abilities
Chlorophyll: During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Run Away (DW LOCKED): This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Abilities:
Own Tempo: This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Technician: This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Moody (DW LOCKED): This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of 5.Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokémon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokémon has a size class greater than 4. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:​

Honey Gather: (Innate) This Pokémon emits a scent of sweet honey that lowers all foes' Evasion by 1 Stage.​

Hustle: (Locked) (DW) (Can be Activated) This Pokémon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.​

Nature: Modest (+1 SpA, -1 Atk)Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.​

Abilities:​

Oblivious: (Innate) This Pokémon is incapable of being affected by Attract, Cute Charm, or Captivate.​

Simple: (Innate) This Pokémon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness and thus double the stage modifier (e.g. Swords Dance boosts Attack by 4 stages, Bulk Up boosts Attack and Defense by 2 stages each). Stat boosts and drops still maximize at 6 stages.​

Own Tempo: (Locked) (DW) (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokémon also has Tangled Feet, it will raise Accuracy by 1 Stage.​

Sheer Force: (Locked) (DW) (Can be Enabled) This Pokémon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by 2, but they will never have a secondary effect.​

Solar Power: (Passive) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Early Bird: (DW Locked) (Passive) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
​

lionrt60: You should specify what each EC and DC is out of, like 0/6 or 0/9 for the EC (as it happens, the ECs of all the pokemon you chose should be out of 6) and 0/5 for the DC. Also, you're supposed to pick egg moves for Numel, not tutor moves. Let me know when you've fixed these things, but for now, NOT APPROVED EDIT: APPROVED. Welcome to ASB.